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Hmm, when i look upon the epics – there is 1 i probably wouldn’t use.
The Elf Stormcaller (Don’t remember her exact name), with Magic Shield and zap 2 (but 0 attack)
To be honest, compared to all the other epics benefitting from atk + spells like the fury, she doesn’t seem to be a good choice to use. She can’t damage enemy hero and is vulnerable to alot of cards (especially rage units – she just buffs them, but doesn’t really deal any vital damage).
Another good alternate to boost her survival rate would be to add Storm Shield to her, it would also fit her name.
Or add Heroic Ballad, just make her unique and not like the rare unit called firecaster.
Example Changes : Improve the damage of zap, add an extra target, let it hit the same enemy twice (but boost the damage either way) or make her instead immune to all magic type abilitys (debuffs/magic drain) included or also add storm shield for her.
Or just give her some attack, would also do the job.
Constructor Liaric (2nd Dark Elf rare)
This one compared to Alara isn’t viable. I suggest boost Atk abit or add another Haste in it’s abilitys to make it unique. (Can even increase cost/duration by 1 if that is added) Weaken 2 compared to range is just so much better. Even if one loose an hp and increase the cost.
I don’t have any of those 2 cards, but compared to those other epics, these 2 lack abit.

ambusher – looks like it needs a buff pretty badly, 5 turn rare with 3 damage 1 hp, stealth is too easily popped to be counted on as a means of survival over a turn. this is a 5 turn rare that effectively dies to a a skirmisher, a 3 turn common card that is given to the player at the start of the game.

Some Spell Idea improvements :
1. A Spell can’t activate if there isn’t at least 1 available target.
2. If a Spell triggers while there are no targets, the card goes back into your deck (which is the way right now), but you additionally draw a card.
3. If a Spell triggers while there are no targets, the card goes back into your deck and the Timer is reduced by half.

There should be a balance between those 3 rare cards :
Hulud Worm T9 Atk : 3, HP : 10 – Regeneration 3
Treespeaker T9 Atk : 3, HP : 10 – Regeneration 2
Hydra T7 Atk : 3, HP : 7 – Regeneration 2
Treespeaker seems to be the worst of those 3, Timer 10 shouldn’t even be considered.
What i suggest would be : either reduce Atk to 2 or HP to 8 of Hulud Worm, Change stats of Treespeaker to like 5/9 or Decrease Treespeaker’s Timer and HP by 1. Hydra is fine the Way he is, for a rare.

Currently yes – drain magic’s ability is to remove magic abilities, and magic shield is a magic ability. Magic shield only blocks damage from magical sources, not all magic effects – so I think in this case, logically drain magic would be able to nullify magic shield.

Here’s a weird comment for you.
Manavore is OP. But you should not nerf it.
I think it works fine with the mechanics and benefits from a lack of surrounding mechanics; and with new card options will become more neutral. For the moment though, what a beast (not literally – that would really be OP haha).

> *Originally posted by **[AskariA1](/forums/32949/topics/621433?page=1#posts-10505381):***
>
> I feel like poet should have different stats. Since he’s effectively a healer, maybe lower hp but +1 attack to differentiate it from the singer (who I’m starting to think is more useful also.)
poet vs singer
thought one unit buff attack , another buff hp?
buff hp is better than healing cos it permanently increase that unit’s max hp. ( for that battle )
> *Originally posted by **[Sir\_Valimont](/forums/32949/topics/621433?page=1#posts-10479738):***
>
> Here’s a weird comment for you.
>
> Manavore is OP. But you should not nerf it.
>
> I think it works fine with the mechanics and benefits from a lack of surrounding mechanics; and with new card options will become more neutral. For the moment though, what a beast (not literally – that would really be OP haha).
manavore has low 0 attack, mid 5 hp, mid delay/cd and + 1 OP ish skill. which gets negated by its own kind. Not easy to balance this type of unit. unless you want to change both its attack and the way drain magic work.

I guess ZY will hate me for that as it would slow him down but the game is way too low on defensive options IMO. I don’t like the shield nerf (and I say that as someone who’s very low on magic shield units), if anything I would have buffed shields a little. Just look into arena, everyone has offensive heroes set up for defense. So you counter that with even more offense, get your Gorm, load up on fast high damage units and hope for the best. It’s only the top decks that can bring 8 Queens and 8 Selas who can afford to attack with Myrrhine now and even they are basically just another form of rush decks. Frankly, I’m growing a little bored with it. Guess I’m minority with that point of view, just my two cents..
Might give Pavuk a second try, she might not be as weak as I thought , though I don’t have high hopes.

Please take a look at these cards:
poison imp: 1 ranged poisonous atk, 4 hp, 2 turns
darter: 1 ranged poisonous atk, 4 hp, 3 turns
slinger: 1 ranged atk, 4 hp, 2 turns
hunter: 1 ranged atk, 3 hp, 2 turns
all of them are common
i think something has to be done about the hunter, is the weakest of them, i’d like to suggest giving him pierce or reducing his turn to 1.
also, poison imp is the strongest, how about reducing his hp to 3?

> *Originally posted by **[eglo](/forums/32949/topics/621433?page=1#posts-10509553):***
>
> I guess ZY will hate me for that as it would slow him down but the game is way too low on defensive options IMO. I don’t like the shield nerf (and I say that as someone who’s very low on magic shield units), if anything I would have buffed shields a little. Just look into arena, everyone has offensive heroes set up for defense. So you counter that with even more offense, get your Gorm, load up on fast high damage units and hope for the best. It’s only the top decks that can bring 8 Queens and 8 Selas who can afford to attack with Myrrhine now and even they are basically just another form of rush decks. Frankly, I’m growing a little bored with it. Guess I’m minority with that point of view, just my two cents..
>
> Might give Pavuk a second try, she might not be as weak as I thought , though I don’t have high hopes.
I have quite a few sela. I just don’t like them enough to spam them, even when it had 7 hp. Many ways to deal with sela/magic shield spam though. Manavore, use them yourself, make a counter deck, or just skip those 2-3 decks.
Yes, with most offensive heroes so OPish, most units have problem surviving for many turns.
Not sure where you find units that are both fast and deal high damage. Unless you are suggesting crusher spam. I don’t have enough crusher..I have a quite a few balor though.
Gorm , clom, pavuk are some of the least used heroes. Have fun
Expansion , and maybe campaign II, coming soon. expect lots of buff/nerf/balance and fun.

I think 3/12 is very tanky and it’s meant to work with other slow cards, so I like Clockwork Mek. Also works in a Mek deck which is itself slow and tanky. Compare Heavy Mek rare versus epic. I guess Clockwork maybe could be 1 speed faster at 8 but it’s still very strong. Also don’t forget dark elves like to hasten …

I think at this time, all I’m planning on doing is shifting summon elemental to rare instead of uncommon. I like the spell and don’t want to nerf it :) We’ll see if clockwork mek needs a buff… he is big and tanky, and with good use of haste abilities I think he’d be a decent epic.

New set feedback:
Overall great, obviously. Lots of fun mechanics. Decent balance … certainly some things to tweak but plays well overall.
In general there are a few places where trait and skill names, and generally “categories” of things, are a bit confusing or seem overly complex. Couple suggestions to group things in ways that will make the most sense / be the clearest to understand (and hopefully contribute to future synergy).
* * *
Clarity / Synergy / Cleanup suggestions and some questions:
1. Make Machinist target “Mek” and “Trap” instead of Machine, since Machine is itself a skill and starts to get confusing. The current effect is the same.
2. Have “Fortification” just be “Wall” so that there’s one class. Unless specifically Sapper and Engineer are supposed to not affect the two fortification walls? Seems like they should / would.
3. Call Aznik “Constructor Aznik” for faction consistency and in anticipation of future effects that affect constructors.
4. Are Dragon Eggs meant to be beasts instead of dragons? I guess this is so that they don’t get slain by Dragon Hunter? Or so that Kiri can boost their life totals? Just curious.
5. Does summoning elementals (spell and Elren) imply that any elemental can appear, including the two treefolk elementals from the standard set? I have never seen one of those two summoned by either source.
6. I think Green Drake-Dragon-Elder need +1 life and Red Drake-Dragon-Elder need -1 life; both thematic and for balance concerns (right now red dragons are straight better than blue dragons for example). I would also reduce Kindralt’s life to 8 or even 7 … it’s nearly impossible to remove otherwise since Terrify stops basic attacks and Magic Dome kills magic damage. Kindralt + heal is almost impenetrable.
7. Grotesque needs +1 to attack to be in line with other epics strength-wise. The combination of frenzy and drain is great but starting at 1 means it dies before it grows, usually. Compared to big ragers like the saurians (rare cards) it’s actually weak.
8. New skills Explode and Bombard are really strong for the uncommon creatures that have them. Maybe tuning down the splash damage slightly (but keeping the Burning) would be better. Maybe no splash damage, but yes splash Burning.
9. I do like the name Usha but if one _wanted_ to keep orc nomenclature similar (Walks With Sorrow + Crusher of Shields), she could become something like “Painter of Winds” or “Storm Talker.” She sounds a bit elf-y right now.
10. In general I’m finding the summoners (and trapmaster) a bit underpowered. They tend to die before they put more than one or sometimes two things out, and in each case the things they put out are very weak compared to the rest of my deck (or anything commensurate with epics). Maybe having summoned units come into the spot of the summoner and having the summoner move right would improve survivability and usefulness; or else giving them more life so they get at least a couple out.
11. I think Alastair should perhaps be buffed by having Armored himself. Armored is a good skill but not practically more useful than Heroic Ballad or Battle Song bonuses … so Alastair is a lot like a rare in terms of power right now.
12. I would give Water Elemental the skill Magic Shield so it has a reason to be used ever instead of Water Mage. With low life it’s not a huge buff. I might also add 1 to Water Mage’s speed as it’s really strong right now (I realize that’s not the new set …)
13. I would give Fire Elemental a new skill “Inflammable” (kind of an amusing term eh) which makes it immune to the Burning status. Just because it’s crazy for it to be Burning and losing life. And is a verrrrry slight buff.

why is there new (dragons)cards without new map area to campaign in when there is obviously room for it here! we have 2 islands in the sky and so far the game only allows us to campaign on one of them. no new cards, more new campaign areas please :)
![](http://image.prntscr.com/image/ceab993555574db3b4688e9ea34ebf5a.png)

The legendary dragon mek and the epic clockwork mek I dont find very useful. They could be with repairmens, but if you use those you want a lot of machines in your deck and a dark elf deck is probably the worst faction right now. The overall attack of that faction isnt very high.
Especially the legendary dragon mek should be nice to have. It would be a much better unit if it was not a machine, because then I could keep it alive with Myrrhine or other healers. So yes being a machine is as I see it a disadvantage for it as Myrrhine could heal the different status effects too.
But ofcourse it should still be a machine. But I would like to see these two cards faster and/or stronger. (Or the dark elf deck in general having an improved strenght.) Or why not give these the new skill armor? That would make sense.

Not saying that trebuchet is OP ar anything… but the comparison with mad bomber makes very little sense, to me.
Ok, mad bomber has 2 less CD… but on the other hand trebuchet has 1 extra HP, the splash damage is 1-2 instead of 1, and it sets enemies on fire. That’s quite a lot for 2 CD, isn’t it?
the only thing that bomber has is being able to damage the enemy hero, but i don’t think that’s too big of a deal compared to everything else.
And bomber is a rare card, while trebuchet is only uncommon…

I was looking at the High Elf faction and hunter is 1/3, no skill 2 CD while the High Elf Scout is 1/3 with stealth and 1 cooldown.
I’m not suggesting nerfing the Scout, but maybe giving the hunter something else? The scout could be uncommon, but it’s a very good common and that would make it harder for new players to draw it. So I would suggest giving the hunter pierce or something to make it more competitive. Right now it’s basically a prodromoi without cavalry giving it the opportunity for buffs.

ok lots of great feedback y’all – doing my best to address everyone’s concerns.
Sir V- will do much of these in the next update.
Fart31 – I will be adding a new campaign in the future. Unfortunately this takes time because my team is very small, but we are planning it now.
Zak25 – let’s keep an eye on how slow + haste affects things. The clockwork and dragon mek are supposed to be the slowest units in the game, but the hope is that with time skills you can get them in play. If this ends up not being possible, I will speed them up a little.